@FTZZ, What cards do you typically side out and/or what cards do you rarely/never side out? Figuring out what card to bring in for a matchup is fairly easy, but since I don't play the deck much it's hard for me to know which cards to cut to make room in game 2 and 3.
Hey ekienhol, grats on the PPTQ win. Do you happen to have some sideboard notes that I could take a peek at for the common Modern matchups right now? Just curious when/where you use each of your cards in the board, as well as what you most commonly take out of the main to make room.
I'd probably cut the cage from the main and put in a 2nd spellbomb. The jaces were okay, but would rather just have more thopter foundry combo pieces. The lack of discard was okay, didnt miss it in the main. Sideboard, cut a kalitas for 2nd herald. probably dont need first kalitas either. Swap a decay for a golgari charm cause that helps against leyline of the void / stony and fast decks.
Deck was a blast to play, would recommend.
Also, here are the matchups that I played against:
Jund - L
Turbo Eldrazi (colorless)
Ponza
Humans
BW Smallpox
Merfolk
Eldrazi Tron - L
MonoG Tron - L
Pass priority, which takes you back to step 2. Repeat ad nauseam.
This works because of Comprehensive Rule 514.3a
At this point, the game checks to see if any state-based actions would be performed and/or any triggered abilities are waiting to be put onto the stack (including those that trigger “at the beginning of the next cleanup step”). If so, those state-based actions are performed, then those triggered abilities are put on the stack, then the active player gets priority. Players may cast spells and activate abilities. Once the stack is empty and all players pass in succession, another cleanup step begins.
There may be a more elegant win condition I haven't seen, but this one uses less pieces while forfeiting comboing off at instant speed.
I played this list to an undefeated finish at a weekly Modern Monday event. It's more all-in on the thopter-sword combo, aiming to go infinite with Krark-Clan Ironworks. I won maybe 3 games total because of the infinite. Many other games won because of Ensnaring Bridge stalling while Tezzeret churned value.
The Tocatli Honor Guard prevents abilities from "triggering." The easiest way to identify if an ability is a "triggered ability" is to look for a phrase that starts with When / Whenever / At.
From the Comprehensive Rules:
603.1 Triggered abilities have a trigger condition and an effect. They are written as "[When/Whenever/At] [trigger condition or event], [effect]."
Example: A permanent has an ability whose trigger condition reads, "Whenever a land is put into a graveyard from the battlefield..."
Thus, Walking Ballista still enters with X +1/+1 counters as expected.
@Ace1. Might I see your current list? I saw your earlier one with 1 gift and 1 myr battlesphere. Just wondering how you make room for it all and if you upped the land count at all
I finished 22nd at GP Denver (12-3 record) with UW gift. Took a fairly standard list with the queller SB plan. I really like the list and its consistency. I might do a report later.
My matchups day 1:
Zombies
Mono Red
Jeskai Gift (Loss)
GB Constrictor (Loss)
UR Control
Zombies
Mono-B Midrange
Day 2:
Mono Red (Loss)
UR Control
(No show)
UW Approach
Temur Energy
BW tokens
Round 5 was against Cory Burkhart. None of the three games were interactive. He flooded g1 and I flooded the other two games with a mull to 5. Round 6 was GB snake. He had main deck kalitas game 1. I dont remember what happened g2 but it was bad. Round 10 against mono red he got me dead with exact damage thanks to the desert lands (sunscorched). I think matchup is favored but he had 3 removal g1 and 4 removal g2, so was really hard to block to stop damage.
@flapjackwars, have you found a good solution to mono red aggro? That one has been tough for me. I tried authority of consuls or sacred cat or aerial responder but sometimes too slow, or not in opening hand. I wonder if there are some green cards that help out. I really like green for mana dork and better sideboard like trackers and tamiyo/nissa(AKH)
I took this deck to Standard on Friday and went 3-1, losing a close one against mardu vehicles when he had a turn 2 heart of kiran into abrades and disintegration. Tried out my jeskai list, which I really liked. There were times that the mana felt clunky. I'm really interested in trying out the UW version. Also, Cataclysmic Gearhulk is VERY good. Especially with so many decks going wide and creating a lot of clutter.
I wonder if Strategic Planning would be more beneficial than the other plan, as it cantrips. Cards that replace themselves tend to be better in general. I understand the strength of look at 5 vs. 3, but to also get back a card holds some merit.
-Zac
2 Welding Jar
1 Pithing Needle
1 Grafdigger's Cage
1 Nihil Spellbomb
2 Sword of the Meek
2 Thopter Foundry
4 Pentad Prism
3 Ensnaring Bridge
1 Krark-Clan Ironworks
4 Fatal Push
3 Collective Brutality
1 Search for Azcanta
4 Whir of Invention
4 Tezzeret, Agent of Bolas
2 Jace, the Mind Sculptor
4 Polluted Delta
1 Misty Rainforest
1 Scalding Tarn
2 Watery Grave
1 Breeding Pool
2 Spire of Industry
1 Inventors' Fair
1 Academy Ruins
1 Darksteel Citadel
4 Island
1 Swamp
2 Kalitas, Traitor of Ghet
1 Herald of Anguish
2 Thoughtseize
3 Abrupt Decay
1 Maelstrom Pulse
1 Collective Brutality
1 Damnation
1 Welding Jar
1 Spellskite
1 Pithing Needle
1 Witchbane Orb
I'd probably cut the cage from the main and put in a 2nd spellbomb. The jaces were okay, but would rather just have more thopter foundry combo pieces. The lack of discard was okay, didnt miss it in the main. Sideboard, cut a kalitas for 2nd herald. probably dont need first kalitas either. Swap a decay for a golgari charm cause that helps against leyline of the void / stony and fast decks.
Deck was a blast to play, would recommend.
Also, here are the matchups that I played against:
Jund - L
Turbo Eldrazi (colorless)
Ponza
Humans
BW Smallpox
Merfolk
Eldrazi Tron - L
MonoG Tron - L
1 Emrakul, the Aeons Torn
1 Soul Spike
3 Noxious Revival
1 Lightning Axe
As necessary pieces to "combo kill" the opponent once you attain infinite life + infinite draws, you could instead use:
1 Emrakul, the Aeons torn
1 Gut Shot
To process is as follows:
This works because of Comprehensive Rule 514.3a
There may be a more elegant win condition I haven't seen, but this one uses less pieces while forfeiting comboing off at instant speed.
3 Mox Opal
4 Mishra's Bauble
1 Welding Jar
1 Pithing Needle
1 Nihil Spellbomb
4 Thopter Foundry
3 Sword of the Meek
3 Pentad Prism
1 Talisman of Dominance
2 Ensnaring Bridge
1 Krark-Clan Ironworks
Spells
4 Fatal Push
2 Collective Brutality
4 Whir of Invention
3 Tezzeret, Agent of Bolas
1 Tezzeret the Seeker
4 Darkslick Shores
4 Polluted Delta
1 Misty Rainforest
3 Island
1 Swamp
2 Watery Grave
1 Breeding Pool
1 Drowned Catacomb
3 Spire of Industry
1 Academy Ruins
1 Inventors' Fair
1 Phyrexian Metamorph
1 Welding Jar
1 Pithing Needle
1 Nihil Spellbomb
1 Grafdigger's Cage
1 Witchbane Orb
1 Thopter Spy Network
1 Collective Brutality
1 Lost Legacy
1 Maelstrom Pulse
1 Abrupt Decay
2 Damnation
2 Thoughtseize
From the Comprehensive Rules:
Example: A permanent has an ability whose trigger condition reads, "Whenever a land is put into a graveyard from the battlefield..."
Thus, Walking Ballista still enters with X +1/+1 counters as expected.
My matchups day 1:
Zombies
Mono Red
Jeskai Gift (Loss)
GB Constrictor (Loss)
UR Control
Zombies
Mono-B Midrange
Day 2:
Mono Red (Loss)
UR Control
(No show)
UW Approach
Temur Energy
BW tokens
Round 5 was against Cory Burkhart. None of the three games were interactive. He flooded g1 and I flooded the other two games with a mull to 5. Round 6 was GB snake. He had main deck kalitas game 1. I dont remember what happened g2 but it was bad. Round 10 against mono red he got me dead with exact damage thanks to the desert lands (sunscorched). I think matchup is favored but he had 3 removal g1 and 4 removal g2, so was really hard to block to stop damage.
I played a few matches on stream, VoD here: https://www.twitch.tv/videos/159681075
Heron's Grace Champion has been nuts btw. mono red feels favorable with my latest list.
4 Thraben Inspector
4 Servant of the Conduit
4 Champion of Wits
2 Thalia, Heretic Cathar
2 Heron's Grace Champion
4 Angel of Invention
4 Strategic Planning
3 Gate to the Afterlife
3 God-Pharaoh's Gift
3 Refurbish
4 Aether Hub
4 Port Town
1 Prairie Stream
3 Fortified Village
2 Canopy Vista
3 Island
2 Plains
2 Forsake the Worldly
3 Authority of the Consuls
3 Tireless Tracker
1 Thalia, Heretic Cathar
1 Heron's Grace Champion
1 Manglehorn
2 Tamiyo, Field Researcher
1 Nissa, Steward of Elements
1 Kefnet's Last Word
The new weird cards are to help against burn and the mirror. The kefnet last word i want more to help against ulamog and mirror.
Jeskai List
4 Minister of Inquiries
4 Wharf Infiltrator
4 Champion of Wits
4 Angel of Invention
2 Noxious Gearhulk
4 Cathartic Reunion
4 Refurbish
4 Gate to the Afterlife
4 God-Pharaoh's Gift
4 Inspiring Vantage
4 Spirebluff Canal
2 Wandering Fumarole
5 Island
3 Plains
2 Cataclysmic Gearhulk
2 Linvala, the Preserver
1 Angel of Sanctions
4 Dispel
1 Trophy Mage
1 Padeem, Consul of Innovation
2 Lightning Axe
2 Abrade
And here's a take on metalcrafter's UW version I want to test as well:
4 Minister of Inquiries
4 Thraben Inspector
4 Wharf Infiltrator
4 Champion of Wits
1 Aerial Responder
4 Angel of Invention
1 Cataclysmic Gearhulk
4 Refurbish
4 Gate to the Afterlife
3 God-Pharaoh's Gift
3 Irrigated Farmland
1 Prairie Stream
4 Ipnu Rivulet
2 Hostile Desert
3 Island
6 Plains
1 Aerial Responder
2 Sunscourge Champion
2 Cataclysmic Gearhulk
1 Angel of Sanctions
1 Linvala, the Preserver
4 Dispel
3 Declaration in Stone
2 Dusk // Dawn
I wonder if Strategic Planning would be more beneficial than the other plan, as it cantrips. Cards that replace themselves tend to be better in general. I understand the strength of look at 5 vs. 3, but to also get back a card holds some merit.
From a quick glance, other considerations are:
Sunscourge Champion
Striped Riverwinder
Hollow One (unlikely)
Minister of Inquiries
Bomat Courier
SCG commonly makes mistakes when typing up decklists.
1 Swamp
4 Blooming Marsh
1 Concealed Courtyard
2 Ghost Quarter
4 Glimmervoid
1 Spire of Industry
2 Academy Ruins
2 Inventors' Fair
4 Codex Shredder
1 Crucible Of Worlds
4 Ensnaring Bridge
4 Ghoulcaller's Bell
4 Lantern Of Insight
2 Pithing Needle
1 Ghirapur Aether Grid
2 Leyline of Sanctity
2 Abrupt Decay
2 Surgical Extraction
4 Mox Opal
4 Ancient Stirrings
2 Collective Brutality
4 Inquisition of Kozilek
2 Thoughtseize
2 Grafdigger's Cage
1 Pithing Needle
2 Welding Jar
1 Phyrexian Metamorph
1 Spellskite
1 Magus of the Moat
1 Leyline of Sanctity
1 Seal of Primordium
1 Abrupt Decay
1 Nature's Claim
1 Gaddock Teeg
1 Padeem, Consul of Innovation
1 Collective Brutality